Portal 2, source engine graphics very dated ?

Source still works very well with Portal 2 and games with mainly indoor adventures but it can’t match Frostbyte 2 and cryengine for outdoor scenes. The only problem for me in source games is the lack of real or feel of open space, even in EP2 ; which current other engines can do.
But valve works this out by little tricks and awesome design.
Still, I hope EP3 will come out with a new source engine, thus explaining why they took all that time and match or surpass other engines.

How can it be misinformation when we all actually played the game, i would say a butthurt comment about this thread.
Its not like valve made the game look bad and have a loading screen every 5 mins to be edgy and cool …

Game really doesn’t look bad…

Guy guys, have you heard? The fog in Ep3 will be color-adjustable.

One more time … loading times in Portal 2 are not due to engine’s limitations!
Its Valve’s design of that testrooms to be that short.
Look at Water Hazard chapter from HL2 how long it was … I think it was longest chapter in HL2.

It is

No. Just no.

If you want to be stupid so be it … just as Ram said misinformation … one moron said something and everyone agree while know nothing!

Short levels that result in a frequently interrupted gameplay experience as an intentional addition is simply a laughable idea. Of course they were shortened due to engine restrictions, there is no other reasonable reason for such a weakness. Comparing this updated engine to Half Life 2’s is entirely meaningless, the more complex assets means that they can fit fewer in a map and stay within budget.

OK

The only reason I can think of is that maybe the test chambers were all separate for a challenge mode or something…

But there is no such mode…

Good thing I play games for the Entertainment value, and not for the Graphics realism scores.

I’d rather buy 10 Portal2s, than one Crysis2, because what others somehow miss is the very concept of “Entertainment”.

As long as Alyx’s lips are synched to her speech, who actually needs better graphics?

We all feel this way. I don’t think you read the whole thread.

Lmao. I can imagine the Valve developers all sitting around playing the finished game and suddenly someone stands up “I request we delay this game! Playtesters indicate there are not enough loading points”

“We found that after a test chamber or two playtester’s hands would get tired. We tried a lot of different things to solve this problem such as lengthy tram rides or even Glados trying to tell the player to take a break. We found that the best solution was simply to put a loading time in after every test chamber or so to force the player to stop enjoying the game and rest their hands from the intense action.”

This :stuck_out_tongue:

Yes, playing the game obviously makes you an expert in the engine. :facepalm:

Alright, I’m going to look at this from a modder’s POV and therefore take a look at both the graphics and the tech.
Let’s see here…

*Physics are still the best in the industry, even if they haven’t really been updated since 2004.
*Animation is great, and the facial animation is top notch, not to mention much better than almost every other engine out there.
*The maps, while BSP based, (And some would say obsolete, despite the fact it’s nowhere near the original Doom version) are great ingame, and very easy to make (Bonus points because you don’t need to use XSI or another
modeller to make custom content, and the editor is very user friendly with a low learning curve)
*Textures are much better in general than any of the “good graphics” games such as Call of Duty that people seem to keep rambling on about as being the “BEST GAEM EVAR”.
*Water is beautiful, if a bit flat.
*Characters are very well put together, with animation, polycount, and textures all at a good amount.
*Scalability in effects allows older computers to use it, increasing audience.
*Modular engine, allowing for updates that don’t break other parts of the engine.
*Built in steamworks.
*AI could stand to be more realistic (But this can be said for pretty much any AI that isn’t from an open world game) but it’s very intelligent.
*Material system can be difficult out of the box, but it’s pretty flexible all things considered, and if you use VTFedit, it’s easy to use.
*Additive space, which is vastly superior to subtractive space.

All in all, pretty good. Source could stand to be upgraded (DirectX 11 compatibility comes to mind) but it’s nowhere near outdated; The other engines would have to catch up to, and surpass it in terms of technology before that could be said about it. And besides, I’m confident that the version of Source Valve will show when the unveil Episode 3 will blow everyone away.

And before anyone says I have no idea what I’m talking about, I do this for a hobby. Being a level designer, I may be biased to the more subtle effects of an engine and game studios, such as gameplay and fun, but I’m also in a position where I can say I’ve at least dipped my hands into (or attempted to) pretty much every aspect of modding, and I’ve also read a crapton of documentation on the Source engine. I may not be the calibre of the BM devs, but I probably know more about Source and it’s specs in relation to other engines than the average gamer.

[COLOR=‘Black’]I apologize if this post comes off as being arrogant or angry, but I really hate it when people who have no idea what they’re talking about badmouth my engines of choice with no actual facts or thought involved. I’m looking at you, blue.

This … as I said loading times are Valve’s fail … nothing to do with engine.
Valve are not that stupid to downgrade their engine for it to must load every room.
That’s just design of Portal 2 … loading times were even in Portal 1 after every testing room.
Why ? Because every testing room is part of one level

I feel like you’ve been proven an idiot enough, so I’ll just let this comment stand. Reread my response to your last post if you want to know why.

On to a more intelligent post: My problem with the engine extends to ease of map making. The aforementioned limits on map size are annoying, but a larger problem is compiling. Lighting especially is next to impossible to perfect without spending hours compiling over and over again with minimal tweaking in between. Source desperately needs to be given some sort of real time lighting simulation, but I suspect that would require something of an engine overhaul, and I think that is what is necessary here.

Can’t really talk about additive vs. subtractive space, as I’ve only used additive. Kinda want to try subtractive just for the hell of it, but can’t be bothered to try out a new editor.

Water Hazard is not very relevant because HL2 was much older and therefor didn’t have as complex geometry lighting and textures. You may have gotten right this time, but mostly for the wrong reasons, so you’re still a dumbass.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.